Alien HQ
+9
i56z89
Uncooked Chicken
-Elite-
Jeneral G
Boxcargirl
BioK
Roxtus
Dakine Brah
Alien_Ant2
13 posters
Page 7 of 9
Page 7 of 9 • 1, 2, 3, 4, 5, 6, 7, 8, 9
Re: Alien HQ
*Sees a viper flying rather low and runs off a cliff and jumps at it to try and get away from the lava.*
*You notice a new weight on your viper, and it starts to go down*
*I peek under and am so surprised I almost fall off*
*You notice a new weight on your viper, and it starts to go down*
*I peek under and am so surprised I almost fall off*
Re: Alien HQ
Ant! What are you doing? These things aren't designed for more than one pilot! Now this thing's flying slow with zero maneuverability! *Alien aircraft launch and fire at the Viper*
Re: Alien HQ
Sorry, I was planning on throwing you off, until I found you were you and not and alien! Now just wait until that tank gets under us....yes..yes..almost...*I jump off and plummet towards the tank, I land, roll, and blast open the hatch.*
Re: Alien HQ
What tank? They're aircraft! *Turns around and fires at one of the fighters while taking some damage myself*
Re: Alien HQ
There's a tank below
*Flings aliens out and jumps in.* Yup, this is the life. *Fires on pursuing aircraft.*
*Flings aliens out and jumps in.* Yup, this is the life. *Fires on pursuing aircraft.*
Re: Alien HQ
OOC: Nevah. OR when I get to my next house and can unpack my Legos.
*Gets my sword and slashes into the cockpit, cutting it out and shoving it aside*
*Gets my sword and slashes into the cockpit, cutting it out and shoving it aside*
Re: Alien HQ
OOC: Ooh, your moving?
*Uses the Hovertank's (Star-Hunter) howitzer and sucsussfully lands a hit on one of the Furies.*
*Uses the Hovertank's (Star-Hunter) howitzer and sucsussfully lands a hit on one of the Furies.*
Re: Alien HQ
Yes, I'm moving. I won't be able to fly this thing very fast but at least it's got better armor.
*Tosses the pilot out and gets in*
*Tosses the pilot out and gets in*
Re: Alien HQ
OOC: I ment moving to a diffrent house in reality. And you toss the pilot out of what?
*Begins to retreat, when a big explosion happens and I can deduce that the lava reached the weapons storage of the base.*
*Begins to retreat, when a big explosion happens and I can deduce that the lava reached the weapons storage of the base.*
Re: Alien HQ
OOC: Oh, yeah. That. Yes, yes I am.
I don't know what this thing is, but it has weapons. *Reduces throttle and tries to keep the aliens from figuring out what happened*
I don't know what this thing is, but it has weapons. *Reduces throttle and tries to keep the aliens from figuring out what happened*
Re: Alien HQ
*Continues firing on aliens.*
OOC: I might leave soon to shovel the road so something more than big trucks can make it through those giant snow drifts and finish up my entry for scarecrow535's contest.
OOC: I might leave soon to shovel the road so something more than big trucks can make it through those giant snow drifts and finish up my entry for scarecrow535's contest.
Re: Alien HQ
*Gets shot by another alien craft* This is bad. I have to get out before this thing goes down and also speeds up.
Re: Alien HQ
Well, I've gotta jump now before this thing gets going too fast. Cover me!
*Jumps toward the tank*
*Jumps toward the tank*
Re: Alien HQ
*Nope, its a one person, but let me see if I can find a....PREDATOR TANK AT 4 OCLOCK!! Take it if you will, survive if you can, I call drivers position!
Re: Alien HQ
Whazzat? A Predator. Have they no imagination? Keep firing at it! *Climbs out of the tank*
Re: Alien HQ
Nu uh! You can get that thing's attention and get blown up. Circle around a diffrent way while I set this thing on auto after I lock target. *Does so and climbs out*
Re: Alien HQ
Well, getting close to it will be the hard part. *Sprints for a boulder, then sneaks away from it behind some smaller rocks* *The tank fires, obliterating the boulder, and I charge toward it* Ant, how long is that thing's reload time?
Re: Alien HQ
About 3 seconds....maybe....maybe 7 *I sprint towards it now that its recharging and jump for the treads.*
Re: Alien HQ
*Tosses a smoke grenade at it* *When the grenade explodes, I bolt toward it, and jump onto the hull*
Ant, remind me what this thing's armed with.
Ant, remind me what this thing's armed with.
Re: Alien HQ
Try this real quick: Link to what you want to know.
*Cuts into cockpit with plasma sword and chucks the alien out.* Uh oh, aliens coming. *Ducks a rocket.*
*Cuts into cockpit with plasma sword and chucks the alien out.* Uh oh, aliens coming. *Ducks a rocket.*
Re: Alien HQ
That helped. Now I know I have to do this! *Tosses grenade into the troop platforms, sending the aliens flying out* *Climbs into the one of the gunner's seats*
Re: Alien HQ
*I log back on and fire my anti-drone lasers and take out a anti-armor squad moving into positions.*
Hey, you game for a test mission for the RPG?
Hey, you game for a test mission for the RPG?
Re: Alien HQ
K, so we start by choosing our weapons. Here we go:
Krano
War Forces Arsenal
Rifles
KF-01
(Krano Firearms) Laser Staff
Range:300yds
Attack:7
(added to die roll when attacking)
Attack
Cost:1 (actions to fire)
ROF:4
(rate of fire)
Defense:0
(added to roll when defending, but this is not a defensive weapon)
Damage:1d6-2
(Roll one 6-sided die and subtract 2, getting a number between 0 and
4)
Ammo
per clip:15
Reload
Cost:1 (actions to reload)
Special:
Firing end can be charged with energy and used as a melee weapon
(range=3yds, attack=5, AC=1, ROF=2, damage=1d6-1, if it hits, enemy
is stunned for 1d6-2 rounds, defense=2)
KF-03
Heavy Assault Rifle
Range:
230
Attack:6
Attack
Cost:1
ROF:3
Damage:1d6+4
Ammo
per clip:9
Reload
Cost:1
Special:
Rocket Attachment (can be fitted with a rocket launcher attachment,
cost 1 AP set up. Rng=200; Atk=10; AC=1; ROF=1; Dmg=2d6+3; ApC=1;
RC=2)
KF-04
Fully Auto Shot-Staff
Range:20
Attack:3
Attack
Cost:2
ROF:6
Damage:1d6+8
Ammo
per clip:24
Reload
Cost:2
Special:
Incredible Power (when fired, there is a 1/2 chance the firer will be
knocked down and stunned for 1d6 rounds [minimum of 1])
Inaccurate
at range (when fired over range limit, attack is reduced to 0,
maximum range of 40)
Heavy
(slows wielder by 15%)
Pistols
KF-02
Serpent
Range:60
Attack:8
Attack
Cost:1
ROF:2
Defense:0
Damage:1d6+3
Ammo
per clip:6
Reload
Cost:1
Special:
Scope (Cost 1 AP to mount, +2 attack)
Heavy
(cannot be duel wielded)
KF-05
Range:80
Attack:8
Attack
Cost:1
ROF:3
Defense:0
Damage:1d6-1
Ammo
per clip:6
Reload
Cost:1
Special:
Silencer (silences the noise of it being fired, thus, enemies will
not be alerted to your presence by its noise)
Bazooka
rounds (Range=60, Attack=6, ROF=1, Damage=2d6+2, Attack Cost=1,
Reload Cost=1) Heavy (cannot be duel wielded)
Heavy
Weapons
KHW-01
Pwner Cannon
Range:200
Attack:8
Attack
Cost:1
ROF:1
Defense:0
Damage:3d6+3
Ammo
per clip:4
Reload
Cost:2
Special:
Laser Sight (+50 range, +3 attack, +1AC)
KHW-02
Sonic Blaster
Range:100
Attack:6
Attack
Cost:2
ROF:1
Defense:0
Damage:3d6+9
Ammo
per Clip:2
Reload
Cost:1
Special:
Piercing Screams (due to the high pitched noise of this weapon, there
is a 1/3 chance the target will be stunned for 1d6-1 (minimum of 1)
rounds)
Melee
Weapons
KM
Corrosion Knife
Range:1
Attack:5
Attack
Cost:1
ROF:2
Defense:1
(against melee only)
Damage:1d6
Special:
Corrosion (when target is hit, this weapon has a 50% chance (1d6,
4-6) of poisoning its target for 1d6-2 rounds (minimum of 1) in which
it loses 3 hp each round)
KM
Laser-Saber
Range:3
Attack:10
Attack
Cost:1
ROF:4
Defense:3
(against melee only and laser weapons only)
Damage:1d6+1
Special:
None
Armor
KA
Blast Armor
Defense:5
Special:none
Items
Hand
Grenade
Range:25
Attack:13
Attack
Cost:1
ROF:N/A
(Item is destroyed when used)
Damage:
2d6+6
Special:
Area of effect (attacks all targets within 4yds on impact)
Medical
Capsule
Cost:1/2
Heals
5 hp or stops poisoning
You can also buy:
-Med Capsule: 3
-Land
Mine
Range:N/A
Attack:15
Attack
Cost:N/A
ROF:N/A
(Item is destroyed when used)
Damage:1d6+2
Special:
(attacks all targets within 3yds of where set)
setup
(cost 1 AP per 2 land mines to setup)
(Cost 10)
-Hand Grenade: Cost 5
KM
Plasma Sword
Range:4
Attack:10
Attack
Cost:1
ROF:1
Defense:4
Damage:2d6+9
Special:
None
(Cost 20)
KM
Laser-Saber
Range:3
Attack:10
Attack
Cost:1
ROF:4
Defense:3
(against melee only)
Damage:1d6+1
Special:
None
(Cost 20)
-Or you can get a choclate bar for 1
Krano
War Forces Arsenal
Rifles
KF-01
(Krano Firearms) Laser Staff
Range:300yds
Attack:7
(added to die roll when attacking)
Attack
Cost:1 (actions to fire)
ROF:4
(rate of fire)
Defense:0
(added to roll when defending, but this is not a defensive weapon)
Damage:1d6-2
(Roll one 6-sided die and subtract 2, getting a number between 0 and
4)
Ammo
per clip:15
Reload
Cost:1 (actions to reload)
Special:
Firing end can be charged with energy and used as a melee weapon
(range=3yds, attack=5, AC=1, ROF=2, damage=1d6-1, if it hits, enemy
is stunned for 1d6-2 rounds, defense=2)
KF-03
Heavy Assault Rifle
Range:
230
Attack:6
Attack
Cost:1
ROF:3
Damage:1d6+4
Ammo
per clip:9
Reload
Cost:1
Special:
Rocket Attachment (can be fitted with a rocket launcher attachment,
cost 1 AP set up. Rng=200; Atk=10; AC=1; ROF=1; Dmg=2d6+3; ApC=1;
RC=2)
KF-04
Fully Auto Shot-Staff
Range:20
Attack:3
Attack
Cost:2
ROF:6
Damage:1d6+8
Ammo
per clip:24
Reload
Cost:2
Special:
Incredible Power (when fired, there is a 1/2 chance the firer will be
knocked down and stunned for 1d6 rounds [minimum of 1])
Inaccurate
at range (when fired over range limit, attack is reduced to 0,
maximum range of 40)
Heavy
(slows wielder by 15%)
Pistols
KF-02
Serpent
Range:60
Attack:8
Attack
Cost:1
ROF:2
Defense:0
Damage:1d6+3
Ammo
per clip:6
Reload
Cost:1
Special:
Scope (Cost 1 AP to mount, +2 attack)
Heavy
(cannot be duel wielded)
KF-05
Range:80
Attack:8
Attack
Cost:1
ROF:3
Defense:0
Damage:1d6-1
Ammo
per clip:6
Reload
Cost:1
Special:
Silencer (silences the noise of it being fired, thus, enemies will
not be alerted to your presence by its noise)
Bazooka
rounds (Range=60, Attack=6, ROF=1, Damage=2d6+2, Attack Cost=1,
Reload Cost=1) Heavy (cannot be duel wielded)
Heavy
Weapons
KHW-01
Pwner Cannon
Range:200
Attack:8
Attack
Cost:1
ROF:1
Defense:0
Damage:3d6+3
Ammo
per clip:4
Reload
Cost:2
Special:
Laser Sight (+50 range, +3 attack, +1AC)
KHW-02
Sonic Blaster
Range:100
Attack:6
Attack
Cost:2
ROF:1
Defense:0
Damage:3d6+9
Ammo
per Clip:2
Reload
Cost:1
Special:
Piercing Screams (due to the high pitched noise of this weapon, there
is a 1/3 chance the target will be stunned for 1d6-1 (minimum of 1)
rounds)
Melee
Weapons
KM
Corrosion Knife
Range:1
Attack:5
Attack
Cost:1
ROF:2
Defense:1
(against melee only)
Damage:1d6
Special:
Corrosion (when target is hit, this weapon has a 50% chance (1d6,
4-6) of poisoning its target for 1d6-2 rounds (minimum of 1) in which
it loses 3 hp each round)
KM
Laser-Saber
Range:3
Attack:10
Attack
Cost:1
ROF:4
Defense:3
(against melee only and laser weapons only)
Damage:1d6+1
Special:
None
Armor
KA
Blast Armor
Defense:5
Special:none
Items
Hand
Grenade
Range:25
Attack:13
Attack
Cost:1
ROF:N/A
(Item is destroyed when used)
Damage:
2d6+6
Special:
Area of effect (attacks all targets within 4yds on impact)
Medical
Capsule
Cost:1/2
Heals
5 hp or stops poisoning
You can also buy:
-Med Capsule: 3
-Land
Mine
Range:N/A
Attack:15
Attack
Cost:N/A
ROF:N/A
(Item is destroyed when used)
Damage:1d6+2
Special:
(attacks all targets within 3yds of where set)
setup
(cost 1 AP per 2 land mines to setup)
(Cost 10)
-Hand Grenade: Cost 5
KM
Plasma Sword
Range:4
Attack:10
Attack
Cost:1
ROF:1
Defense:4
Damage:2d6+9
Special:
None
(Cost 20)
KM
Laser-Saber
Range:3
Attack:10
Attack
Cost:1
ROF:4
Defense:3
(against melee only)
Damage:1d6+1
Special:
None
(Cost 20)
-Or you can get a choclate bar for 1
Last edited by Alien_Ant2 on 3/10/2010, 3:12 pm; edited 1 time in total
Re: Alien HQ
Name: Ant
Rank: Alien War Chief
HP: 20
AP: 2
Skills: None
Weapons: KF-02; KF-03; KHW-01; KM Corrosion Knife
Armor: KA Blast Armor
Items: Hand Grenade x1; Med Capsule x 3
Cash: 35CC
*I buy a Plasma sword and a hand grenade*
Cash left: 10 CC
Rank: Alien War Chief
HP: 20
AP: 2
Skills: None
Weapons: KF-02; KF-03; KHW-01; KM Corrosion Knife
Armor: KA Blast Armor
Items: Hand Grenade x1; Med Capsule x 3
Cash: 35CC
*I buy a Plasma sword and a hand grenade*
Cash left: 10 CC
Re: Alien HQ
CC is your money, fill out your name, weapons, armor, and items (limit of 4) and then what you want to buy, if you do. Then I'll fill out the rest
Re: Alien HQ
You choose which weapons to start out with, withing reason. Like, 1 one each and four of the items. Becuase their from the "armor" and the stuff towards the bottom is a "store" of stuff that goes into your private inventory.
Re: Alien HQ
Okay, thanks.Alien_Ant2 wrote:You choose which weapons to start out with, withing reason. Like, 1 one each and four of the items. Becuase their from the "armor" and the stuff towards the bottom is a "store" of stuff that goes into your private inventory.
Re: Alien HQ
I want a KHW-02 Sonic Blaster, KM Corroision Knife, KF-05, and KHW-01.
KA Blast Armor
1 Hand Grenade, 1 Land Mine, and 2 Med Capsules.
Oh, and I'll take a Plasma Sword as a back up. *Pays 20cc*
KA Blast Armor
1 Hand Grenade, 1 Land Mine, and 2 Med Capsules.
Oh, and I'll take a Plasma Sword as a back up. *Pays 20cc*
Re: Alien HQ
Ok, name? Also, because your taking two heavy weapons you are slowed down 20% Also, land mines cost you, they arn't in the armory.
Last edited by Alien_Ant2 on 3/9/2010, 7:35 pm; edited 1 time in total
Re: Alien HQ
Ok, here ya go:
Name: Pyro
Rank: Private
HP: 20
AP: 2
Skills: None
Weapons: KF-05, KHW-01, KHW-02, KM Corrosion knife, KM Plasma Sword
Armor: KA Blast Armor
Items: Grenade x1, Med Capsule x2, Land Mine x1
Cash: 5
Name: Pyro
Rank: Private
HP: 20
AP: 2
Skills: None
Weapons: KF-05, KHW-01, KHW-02, KM Corrosion knife, KM Plasma Sword
Armor: KA Blast Armor
Items: Grenade x1, Med Capsule x2, Land Mine x1
Cash: 5
Re: Alien HQ
Round 1:
We find ourselves in a desert after escaping from a destroyed base. There is a mountain off in the distance, to our left, slightly, and canyon over to the right. That is all we can see. I will let you do most of the direction picking because I know where the enemies are and where to go to the goodies. We are facing north.
Also: Normally your HP and AP are based on any classes or skills you have and your class. But for now you are stuck with this, which is actually enough HP for class 2 and AP for class 3.
Post your action.
We find ourselves in a desert after escaping from a destroyed base. There is a mountain off in the distance, to our left, slightly, and canyon over to the right. That is all we can see. I will let you do most of the direction picking because I know where the enemies are and where to go to the goodies. We are facing north.
Also: Normally your HP and AP are based on any classes or skills you have and your class. But for now you are stuck with this, which is actually enough HP for class 2 and AP for class 3.
Post your action.
Re: Alien HQ
*I decide to take a Northwest route and start walking*
Post the next round, but I might be a little longer, K?
Post the next round, but I might be a little longer, K?
Re: Alien HQ
K,
Round 2:
Forgot to say this earlier so I'll post it now, slightly diffrent so as not to ruin anything.
*We start walking, you having to set a slightly brisker pace to keep up.*
*We hear a boom and a human dropship, cargo type, falls out of the sky towards us.*
Round 2:
Forgot to say this earlier so I'll post it now, slightly diffrent so as not to ruin anything.
*We start walking, you having to set a slightly brisker pace to keep up.*
*We hear a boom and a human dropship, cargo type, falls out of the sky towards us.*
Re: Alien HQ
Should be back in 10.PyroTurtle41 wrote:*I decide to take a Northwest route and start walking*
Post the next round, but I might be a little longer, K?
Re: Alien HQ
Sorry, I'm helping my dad remodel. Might be a bit longer. Might have to wait between posts.
Page 7 of 9 • 1, 2, 3, 4, 5, 6, 7, 8, 9
Page 7 of 9
Permissions in this forum:
You cannot reply to topics in this forum
|
|